For all objects J, if J is a square then J has four sides. a. All squares _______. b. Every square _______. c. If an object is a square, then it _______.
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For all objects J, if J is a square then J has four sides. a. All squares _______. b. Every square _______. c. If an object is a square, then it _______.
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- Please help me fix this java code which is supposed to be a Pac-Man game Java program is below import java.awt.*; import javax.swing.JFrame.*; public class ManyPacMans extends JFrame { public void paint(Graphics g) { g.drawghostShape(60,30,40); setBackground(Color.BLUE); g.fillghostShape(130, 30,100, 80); g.drawghostShape(60,30,40); setBackground(Color.PINK); g.fillghostShape(130, 30,100, 80); g.drawghostShape(60,30,40); setBackground(Color.RED); g.fillghostShape(130, 30,100, 80); g.drawOvalpacman(30,130,50, 60); setForeground(Color.yellow); g.fillOval(130,130,50, 60); } public Ghost(String imgPath, int x, int y, int speed, boolean ip) { super(imgPath, new int[] {0,0}, GHOST_WIDTH, GHOST_HEIGHT, GHOST_FRAMERATE, x, y); super.addFramesForAnimation("scatter", "ghost_scatter.png", 0, 0, 22,0); super.speed = speed; startX = x; startY = y; scoreValue = 200; } public ManyPacMans() { initUI(); } private void initUI() { add(new…Giving the following code class Rectangle: def init (self, I, w): self.length = / self width = w def rectangle area(self): return self.length*self width def rectangle _perimeter(self): return (self.length+self.width)*2 RI = Rectangle(20, 12) print(Rl .rectangle_area()) print(Rl .rectangle_perimeter()) Answer the questions How many classes we have on the above example? What is the role of the method init (.)? How many methods are defined? How many objects are created? How we invoke any method. Cite an example from the above code? Instanciate 2 rectangles using your Rectangle class, and draw schema representing the namespacesHelp find the classes, how they are utilized and how many objects were created in this code provided by me Source is provided, mainmenu.cpp is the images. and mainmenu.h is also provided. Source.cpp #include <SFML/Graphics.hpp>#include "MainMenu.h"#include <time.h>#include <SFML/Window.hpp> using namespace sf; int N = 30, M = 20;int size = 16;int w = size * N;int h = size * M; int dir, num = 4; struct Snake{ int x, y;} s[100]; struct Fruit{ int x, y;} f; void Tick(){ for (int i = num;i > 0;--i) { s[i].x = s[i - 1].x; s[i].y = s[i - 1].y; } if (dir == 0) s[0].y += 1; if (dir == 1) s[0].x -= 1; if (dir == 2) s[0].x += 1; if (dir == 3) s[0].y -= 1; if ((s[0].x == f.x) && (s[0].y == f.y)) { num++; f.x = rand() % N; f.y = rand() % M; } if (s[0].x > N) s[0].x = 0; if (s[0].x < 0) s[0].x = N; if (s[0].y > M) s[0].y = 0; if (s[0].y < 0) s[0].y = M; for (int i = 1;i < num;i++) if…
- Implement a class that simulates a traffic light. The next method advances the color in the usual way, from green to yellow to red, then again to green. Provide two constructors, as described in the documentation of the public interface. Also supply a method that yields the number of times that this traffic light has been red. /** A simulated traffic light.*/public class TrafficLight{ private String color; private int reds; /** Constructs a green traffic light. */ public TrafficLight() { /* Your code goes here */ } /** Constructs a traffic light. @param initialColor the initial color "green", "yellow", or "red" */ public TrafficLight(String initialColor) { /* Your code goes here */ } /** Moves this traffic light to the next color. */ public void next() { /* Your code goes here */ } /** Returns the current color of this traffic light. @return the current color */ public String getColor() {…Need it asap please !!! Will rate your answer!!! Run the following Java code and explain what it does. Give the resulting image from the code using inputs 3,960 1,234 222,222 13,780 interface ArrayStackADT{public void pop();public void push(Object a);public void display();public boolean isEmptyStack();public boolean isFullStack(); } class ArrayStackDataStrucClass<T> implements ArrayStackADT{// An object of type T is declaredfinal static int n=100;T stack[];int top=-1; // Default constructorArrayStackDataStrucClass() {this.stack = (T[]) new Integer[100];}//Overloaded ConstructorArrayStackDataStrucClass(T obj[]) {this.stack = obj;} @Overridepublic void push(Object obj){T t1= (T) obj;try{if(!isFullStack()){stack[++top]=t1;}}catch(Exception e){System.out.println("e");}} @Overridepublic void pop(){T popper = null;if(top<0){System.out.println("Stack underflow");return;}else{popper=stack[top];top--;//System.out.println("Popped element:" +popper);} } @Overridepublic void…i need it in util.java.scanner form and can you make it so i can copy and past it please thanks A regular triangle is one for which all sides are congruent and all interior angles. Create a class RegularTriangle with a field side (int) Create a constructor which accepts an int parameter and will assign the parameter to field side Create assessor and mutator for this class Create a method getPerimeter() which should return 3*side;
- For this assignment, you are asked to create a ColorfulBouncingCircle class. ColorfulBouncingCircle should extend ColorfulCircle. Unlike the other Circle classes, it will include a velocity for the x and y axes. The constructor for ColorfulBouncingCircle includes these parameters:public ColorfulBouncingCircle(double radius, double centerX, double centerY, Color color, double xVelocity, double yVelocity) Note that we are treating x as increasing to the right and y as increasing down, as with Java’s graphics coordinates system. This was also seen with Circle’s draw method. ColorfulBouncingCircles will bounce around in a playing field which the tester will provide. The ColorfulBouncingCircle class should have a public static method to set the playing field width and height: public static void setPlayingFieldSize(double newWidth, double newHeight) ColorfulBouncingCircle will also include a method which should alter its centerX and centerY with each time tick (similar to a metronome’s…Write a JAVA program with class name as Exam using Mutable objects to calculate the volume of rectangle whose length = 5,width= 3, height= 4. [ Hint: RectangleVolume= length*width*height]Add the following constructor to your Rectangle class: public Rectangle(Point p, int width, int height) Construct a new Rectangle whose top-left corner is specified by the given Point and with the given width and height.
- Please complete and check my code in Java (eclipse). Complete the instructions (please see images). Please add comments. package HW5;enum Color { YELLOW, ORANGE, RED, PURPLE;} public class Fruit{ private Color color; private int calories; private double pricePerPound; protected static int numberOfFruits;//Constructor a default fruit object Fruit(){ numberOfFruits++; } Fruit(Color color, int calories, double pricePerPound){ this.color=color; this.calories=calories; this.pricePerPound= pricePerPound; numberOfFruits++; } /////generate getters & setterspublic Color getColor() { return color;}public void setColor(Color color) { this.color = color;}public int getCalories() { return calories;}public void setCalories(int calories) { this.calories = calories;}public double getPricePerPound() { return pricePerPound;}public void setPricePerPound(double pricePerPound) { this.pricePerPound = pricePerPound;}public static int…Implement a class Moth that models a moth flying along a straight line. The moth hasa position, which is the distance from a fixed origin. When the moth moves toward apoint of light, its new position is halfway between its old position and the position ofthe light source. Find the instance variable(s), define and implement the constructor(s), then supplythe following methods:- public void moveToLight(double lightPosition)- public double getPosition() Document your class, generate Javadoc documentation and produce a test program ‘MothTester’that construct a moth, move it toward a couple of light sources, and check that the moth’s positionis as expected. Add a comment to your class Moth that explains how you can make the Moth immobile after 10moves.Implement the ShoppingCart and Product class with necessary properties so that the given output is produced. Do not change any given code.s1 = ShoppingCart()p1 = Product("Razer BlackShark","Headset",99.99,5)p2 = Product.createProduct("Razer Huntsman","Keyboard",249.99,12)print("1.====================================")s1.addGadget(p1,p2)print("2.====================================")s1.setCartName("Amazon")s1.addGadget(p1,p2)s1.addGadget(Product("HyperX Fury","Mousepad",26.99,21))print("3.====================================")print("Total Products created:",Product.totalProducts)print("4.====================================")s1.printCartDetails()print("5.====================================")s1.removeFromCart("Logitech G ProX Superlight")print("6.====================================")s1.removeFromCart("Razer Huntsman")print("7.====================================")s1.printCartDetails()Output:1.====================================Please set the cart name…